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EN
Agnieszka Suchowierska made her debut in 2008 and has published three books so far. Two of them: ‘The fairytale is life or, which fairytale are you from?’ or‘Prince the Snow-White. Gender stereotypes in fairytales’ were written collectively with the well-known psychologist Wojciech Eichelberger. They are tales with appended commentaries in the form of conversations between the authoress and the therapist. Already in her debut novel ‘The fairytale is life’, Suchowierska tackles several difficult subjects and poses important questions such as : how can one see the world?; how to be free?; how to find the essence of things? In ‘Prince the Snow-White”, written a few years later, those questions take on the form of reflection on the woman’s cultural condition. The volume contains new versions of traditional fairytales in which men and women switch their roles. This simple gambit lays bare the power of gender stereotypes and manifests the degree to which contemporary culture allows (or disallows) women to do attractive/enjoyable things traditionally reserved for men only. The third book penned by Suchowierska ‘Mat and the world’ was published in 2015. In as much as the potential target readers of her tales are either young people or adults, the last book is dedicated to still younger readers. It tells the story of a plush teddy-bear, manufactured in China, which, due to a curious twist of circumstances, travels around the world. The bear’s journey becomes a pretext for revealing social inequities as well as presenting different cultures and religions. Mat, the bear, is characterized by optimism, activity and self-control in times of crisis. The propagated attitudes and models of upbringing presented in the story are no truisms. The little volume was awarded The Book of 2015 Literary Prize of the Polish section of IBBY.
EN
This paper brings into focus the feminine qualities that heroines in Western fairy tales possess, as well as the roles they traditionally perform. The heroines are either rewarded or punished in accordance to how well they fit the feminine pattern, while the association of femininity with the female clearly indicates the social impact of gender ideology. Two variations on the Cinderella story will illustrate how feminist revisions of fairytales upset this rigid division.
EN
The article presents the new-founded relations between the genre of fairytale and its representations in video games. Following the concept of multimedia genres created by Edward Balcerzan, the article demonstrates a holistic view of the term “genre”. It combines it with the media theory by Krzysztof Kozłowski, which emphasizes social connotations of each medium and their ability to represent different genres. On the other hand, each and every genre can manifest itself through various media that enables mutual development. This theory finds its reflection in the analysis of the above-mentioned relations. The author applies the theoretical tools used for the analysis and interpretation of literary fairytales to video games based on the fairytale motifs. Two chosen examples, Trine  by the Frozenbyte studio and Brothers: A Tale of Two Sons  by the Starbreeze studio, represent not only a new way to fulfill the potential of the genre, but also innovative solutions in the evolution of gaming.
PL
The article presents the new-founded relations between the genre of fairytale and its representations in video games. Following the concept of multimedia genres created by Edward Balcerzan, the article demonstrates a holistic view of the term “genre”. It combines it with the media theory by Krzysztof Kozłowski, which emphasizes social connotations of each medium and their ability to represent different genres. On the other hand, each and every genre can manifest itself through various media that enables mutual development. This theory finds its reflection in the analysis of the above-mentioned relations. The author applies the theoretical tools used for the analysis and interpretation of literary fairytales to video games based on the fairytale motifs. Two chosen examples, Trine  by the Frozenbyte studio and Brothers: A Tale of Two Sons  by the Starbreeze studio, represent not only a new way to fulfill the potential of the genre, but also innovative solutions in the evolution of gaming.
EN
The article is an attempt at presenting Joanna Bator’s novel Ciemno, prawie noc as a book belonging to engaged literature and using the popular convention to criticise society. The first part contains examples and theoretical considerations about the changes in the convention of the horror novel, which consists of a gothic novel with various genres such as horror, thriller and detective story. The matter of their social dimension was touched on, for instance, with reference to Noël Caroll’s theory, Scandinavian detective story or the books by Alice Munro. The second part of article is composed of the review of conventional implements used by Bator that are typical of gothic novel, detective story, horror and fairytale. The use of specific implements, their accumulation and the disturbance of the convention are interpreted as a way of getting the readers to loose the well-known schema and drawing their attention to the relevant social problems. The convention of popular literature in Ciemno, prawie noc is designed for something more than only entertainment.
PL
Artykuł stanowi próbę przedstawienia powieści Joanny Bator Ciemno, prawie noc jako utworu należącego do literatury zaangażowanej i wykorzystującego popularną konwencję w celu dokonania krytyki społeczeństwa. W części pierwszej znajdują się głównie poparte przykładami teoretyczne rozważania na temat przeobrażeń konwencji powieści grozy. Zalicza się do niej powieść gotycką z jej dalszymi odmianami gatunkowymi, takimi jak horror, thriller i kryminał. Kwestia ich potencjalnego wymiaru społecznego zostaje poruszona w nawiązaniu między innymi do teorii Noëla Carolla, kryminałów skandynawskich czy utworów Alice Munro. Na część drugą tekstu składa się przegląd wykorzystanych przez Bator konwencjonalnych narzędzi przynależnych do powieści gotyckiej, kryminału, horroru i baśni. Użycie określonego instrumentarium, jego nagromadzenie i zaburzenie konwencji jest zinterpretowane jako sposób na wytrącenie odbiorcy ze znanego schematu i zwrócenie jego uwagi na istotne problemy społeczne. Konwencja literatury popularnej służy w Ciemno, prawie noc czemuś więcej niż tylko rozrywce.
PL
W tekście zaprezentowano bajki autorstwa osoby z niepełnosprawnością intelektualną (spektrum autyzmu) na tle rozważań dotyczących baśni jako szczególnego sposobu narratywizowania świata i przeżywanego doświadczania. Autorka bajek główną bohaterką swoich opowieści uczyniła Babę Jagę, która udając się w podróż przechodzi liczne transformacje. Dominujące w bajkach wątki wydają się uniwersalne – ściśle korespondują z archetypami obecnymi w legendach, podania i opowieściach wielu społeczności na całym świecie. W tekście postawiona została teza, iż odwołanie się do tych uniwersalnych tematów pozwala Autorce bajek radzić sobie ze stygmatyzacją i piętnem bycia Inną.
EN
The paper presents stories penned by a person afflicted with developmental disability (Autism Spectrum Disorder, or ASD) set against the background of considerations about fairytales as vehicles for narrativizing the world and one’s lived experience. The tales’ Author chooses Baba Yaga as the main protagonist of her stories, undergoing numerous transformations throughout her journeys. The common threads discernible in the tales appear to be universal - they closely correspond to the archetypes present in legends, myths and stories conveyed by members of different societies around the world. The text argues that invoking these general motifs allows the Author to cope with the experience of stigmatization and being perceived as the Other.
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